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Merits and Flaws
Gargoyle Rituals

Merits and Flaws

Stillness of Death( 2pt. Merit)
Gargoyles often hide themselves as statuary. The difficulty for any searches to find you are increased by 2 when you stay perfectly still.
Heavy Hands( 3pt. Merit)
One of the effects of becoming a vampire is strange changes happening to your body. The obvious alterations to your hands have made them tougher, harder, and more impervious to pain. All difficulties for damage rolls using unarmed attacks go down by 1.
Stone Tongue( 3pt. Flaw)
The transformation of the Embrace didn’ t just affect your appearance. It made it physically difficult for you to speak properly and clearly. It may be because of a clumsy tongue, some nasty looking tusks, or a raptor-type beak. No matter the cause, you suffer a + 2 difficulty to any Social rolls requiring you to speak.
Blood Weakness( 4 or 7pt. Flaw)
The bloodline began as an experiment in manufacturing a Kindred from diverse bloodlines. They perfected the alchemical process, but somewhere along the way, a weakness in an ancestor caught hold. It manifested in your Embrace. In addition to the weaknesses you possess, you also possess either the Gangrel( V20, p. 55) or the Tzimisce weakness( V20, p. 71). For four points, choose one of the two weaknesses. For seven points, you possess both. Warrior Gargoyles with the Gangrel weakness version of Blood Weakness may gain both animal features and stone features from one frenzy.
Additionally, choose one of the four Disciplines available to the Gargoyles. For you, this Discipline is considered out of Clan and costs the higher amount of experience points to advance.

Gargoyle Rituals

Some Tremere creators have discovered that if they use the Enchant Talisman ritual on a Gargoyle( V20, p. 239), additional rituals can be cast on the Gargoyle for a permanent effect. This requires casting the ritual for six hours a night, for one week per level of the ritual to be applied, but otherwise enchanting a Gargoyle uses the same rules as Enchant Talisman.
Rituals activated by a Gargoyle require no roll to cast, and last a scene or until dismissed. A Gargoyle enchanted in this matter can spend its own blood or Willpower as if it were the caster of the ritual enchanted into its blood. If no cost is normally required for the ritual, however, the Gargoyle must still spend at least one blood to activate it. If the ritual requires a specific item, the Gargoyle herself is considered to be the“ item” for purposes of the ritual.
Many of these so-called“ Gargoyle rituals” were lost hundreds of years ago, but some modern rituals may or may not be compatible with Enchant Talisman at the Storyteller’ s discretion. However, Gargoyles can learn enchantments from other Gargoyles( by paying experience points equal to the cost of an out-of-Clan Discipline times the level of the ritual). At least one ritual is known to have survived, but there may be more.
Ward of the Winged Sepulcher( Level 3 Gargoyle Ritual)
The Gargoyle( or its master) can prepare the creature to provide temporary shelter from the damning rays of the sun. When the rays of the sun strike the caster’ s skin, wings billow out and dramatically wrap around itself and anyone in the creature’ s grasp. Both the caster and its charge are protected from taking sunlight damage until the sun sets the next evening.
System: The caster must prepare a small cube, half an inch in diameter, carefully cut from a tombstone marking an empty grave in a graveyard. Spending a blood point, he dabs each side of the cube with a drop of blood, whispering an incantation. The caster ingests the cube and the ritual lies dormant until the creature’ s skin is touched by sunlight, at which point wings unfurl to protect the caster. The wing hardens to a stone-like substance and it is able to protect one person inside its space. If the caster does not already possess wings, the ward does one level of aggravated damage if only protecting the caster, two if protecting the caster and one other subject.
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